Whiskifiss

Jerrim "Two-Eye" Brooksbank's page

91 posts. Organized Play character for thunderspirit.


Full Name

Jerrim "Two-Eye" Brooksbank

Race

Ratfolk Rog4 | HP: 42/42 | AC: 20 | Fort: +7, Refl: +11, Will: +8 | Perc (E): +8 (darkvision) | Speed 25 |

Classes/Levels

Default exploration: Avoid Notice | Focus points: — | Hero Points: 1 | Conditions: . |

About Jerrim "Two-Eye" Brooksbank

Jerrim "Two-Eye" Brooksbank
3601-2007
Small Ysoki Rogue 4 (ratfolk, deep rat, humanoid)

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SENSES

Perception: +8 [E] (darkvision)

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DEFENSE

HP: 42
AC: 20 (10 + 1 (item) + 3 (DEX) + 6 (prof) [T])

Fort: +7 [T]
Refl: +11 [E]
Will: +8 [E]

Armor Proficiencies
light armor [T]
medium armor [T]
unarmored defense [T]

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OFFENSE

Class DC: 19 (10 + 3 (DEX) + 6 (prof) [T]
Speed: 25

Weapon Proficiencies
simple weapons [T]
martial weapons [T]

Melee Strikes (2) +1 kukri +10, 1d6+3 S (agile, finesse, trip, uncommon, magical) OR
. . light hammer +9, 1d6+3 B (agile, thrown 20 ft) OR
. . light pick +9, 1d4+3 P (agile, fatal d8) OR
. . bite +9, 1d6+3 P (agile, finesse, unarmed)

Crit specializations vs. off-guard foes:

Kukri: 1d6+1 persistent bleed damage (gain an item bonus equal to the weapon's item bonus to attack rolls).
Lt hammer: knocked prone (DC 19 Fort negates).
Lt pick: 2 additional damage per weapon damage die.
Bite: Slowed 1 until end of my next turn (DC 19 Fort negates).

Ranged Strikes hand crossbow +9, 1d6 P (reload 1)

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SKILLS

Acrobatics*: +9 [T]
Arcana: +1
Athletics*: +9 [T]
Crafting: +7 [T]
Deception: +7 [T]
Diplomacy: +7 [T]
Intimidation: +7 [T]
Lore (Pathfinder Society): +7 [T]
Lore (Riddleport): +7 [T]
Lore (Sailing): +7 [T]
Medicine: +6 [T]
Nature: +0
Occultism: +1
Performance: +1
Religion: +0
Society: +9 [E]
Stealth*: +11[E]
Survival: +6 [T]
Thievery*: +11 [E]

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ABILITY SCORES
STR +3, DEX +3, CON +1, INT +1, WIS +0, CHA +1

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ANCESTRY
Heritage: Deep Rat
Ancestry Feat: Vicious Incisors
Languages: Common, Ysoki, Varisian

BACKGROUND
Background: Sailor
Background skills: Athletics, Sailing Lore [T]
Skill Feat: Underwater Marauder, Steady Balance, Assurance (Medicine, 16)

CLASS:
Class Abilities: Sneak Attack, Surprise Attack, Deny Advantage
Class Feats: ⤾ Nimble Dodge, Fighter Dedication

General Feats: Breath Control

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EQUIPMENT
Bulk: (3, 6 L) encumbered = 8, maximum = 13
bag of holding (type I), adventurers' pack, climbing kit, healer's toolkit, thieves' toolkit, ten foot pole, tent (four-person), writing set, wayfinder, marvelous miniature (ladder), doubling rings, +1 kukri, kukri, light hammer, light pick, hand crossbow, leather armor, healing potion (minor) x2, 78.89 gp

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SPECIAL ABILITIES

Assurance (Medicine, 16): You may forgo rolling a skill check for Medicine to instead receive a result of 10 + your proficiency bonus (16).

Breath Control: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Deny Advantage: As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Fighter Dedication: You become trained in martial weapons.

⤾ Nimble Dodge: (rogue)
Requirements: You are not encumbered.
Trigger: A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Quick Repair: For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.

Racket: Ruffian You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature (does not apply to a simple weapon with a damage die greater than d8 or a martial/advanced weapon with a damage die greater than d6 – apply any abilities that alter the damage die size first). Critical hits you make with these weapons gain the weapon's critical specialization benefit if the target is off-guard to you. You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

Sneak Attack: When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, (or any simple weapon, due to Ruffian racket) you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. (Increase the number of dice by one at 5th, 11th, and 17th levels.)

Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not off-guard while attempting to Balance on narrow surfaces and uneven ground.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.

Underwater Marauder: Prerequisite: Athletics [T]
You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Wary Disarmament: Prerequisite: Thievery [E]
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.